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Fixed menus #193
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Fixed menus #193
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The last commit could not be compiled, so I made very few changes to fix that (VS08).
Fixed some bugs in the multiplayer and singleplayer menues. Added a bunch of comments (some are probably badly written and/or incorrect). Moved saves folder from "My Documents" to "My Documents\MainDigger\Saves". Added a method that creates the save foler (of course). Made some of the buttons in singleplayer/multiplayer allign with the bottom right corner (instead of letting them float in the middle somewhere). Added a singleplayer browser for saved games in the saves folder (a modified version of the server browser). And some other, minor, stuffs that I do not remember.
Hm, seems like you did quite some stuff. Nice to see 😄 A few points I've come across:
if (cond)
stuff(); instead of if (cond)
{
stuff();
} This isn't particularly bad but should be consistent throughout the application. Overall some good work. |
Expect a commit very soon. 😊 |
Returned to previous PreBuildEvent (since it works now, for some reason). Fixed bug where pageCount could be negative in singplayer menu (this caused index to be negative which is used with an array - which caused an exception). Positioned the page label better (in singleplayer and multiplayer).
Positioned the page label in multiplayer better. (Forgot it in the last commit)
Apparently the page count could be negative in certain resolutions (and cause a crash), but that is probably not what happened to you. I would assume that Platform.CreateSavegamesDirectory() could cause crashes, I'll look into it. EDIT:
I tried removing the double '', but I still get the same error. EDIT2: |
CiTo is a bit picky as it doesn't support the full C# syntax. The build commands should definitely work, though... |
On brackets: Oh, and I think you can remove/exclude single commits from pull requests (just noticed the solution file changes are still in the request). |
Improved both singleplayer and multiplayer game browsers. Fixed multiple crash causing bugs. "Connect" and "Play" are now grayed out until a server/save is selected (this is to make it more visable when you can and can not press these buttons). Now the visual server/save selection should be correct (it used to be incorrect if you picked a save/server and then scrolled). Commented out classes that are in the works (MenuWidgets) since I'm planning on remaking the widget system (probably not, but mby). Other stuffs.
I found a couple of bugs and fixed them during the day, including the one you were suffering from. The menus are as far as I know crash-proof now. 😄 Regarding the brackets. I'm switching back to using brackets like the majority of the code. But would it be okay for me to not use brackets in switches or loops where I do something like the following?
(I saw something like this somewhere else in the project if I'm not mistaken) I'll switch back to the previous project file (but with the new class) in the upcoming commit. |
Added icon for refresh button. Moved refresh button in both menus. Other minor stuff.
Hm, I think so far this version has been used: if (cond) { code(); } |
That seems more likely, I'll start typing like that instead. |
Added "New World" screen for creating singleplayer worlds. Fixed tabbing order in some screens. Changed page/pageCount position in singleplayer and multiplayer screes. Changed logo position in main menu (it shifted somewhat, but scales better with the resolution). Other minor stuff as well.
Scaled most widgets to work better in the browser version. Added remove button for the singleplayer menu (for removing saved games - does not work yet). Halfway through implementing the login button in multiplayer (that is why the code in login is quite messy and makes little sense).
I would like to add a Remove button in the singleplayer menu for removing saved games, but it seems like there is no way to do that right now. I would also like to make double-clicking servers (or saves) a way to connect to (or open) them. Also, I will be gone for a couple of days (but I'll still probably do some coding 🚂). |
can someone make a thing where once your signed in you dont have to wait a couple secs on the login page when your sign in |
@colin500 You wait at the login screen because the client needs to fetch more info about the server before it can connect (and also check if your username/password combination is correct), if I'm not mistaken. I'm actually in the middle of "enhancing" the login screen, so I could make it more obvious what is going on. Thanks for pointing it out. :) |
I misclicked and some crazy stuff happened (damn touch keyboard). |
@colin500 I guess what you are experiencing is the actual login process. |
ok |
The button does still not work yet. Client does not try to log in (with no username & password) when user presses the Login button in the multiplayer menu.
@TBubba What's the current status of this? |
@croxxx I haven't touched it for a couple of weeks (school you know), but I'll get onto finishing it early July. |
Added a lot of comments in the singleplayer and multiplayer menu.
Enhanced (and fix some bugs) in the server browser.
Created a browser for singleplayer games (browse through saved games) based on the multiplayer browser.
Sorted out some of the messy parts of the code.
(First time ever pull requesting, so I'm not entirely sure what to type here or what a pull request actually is)